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Showing most liked content on 02/06/2018 in Posts
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10 pointsFinished the Eagle Hi-Rez. Noticed that The E-2C Hawkeye has lots of skin downloads available. Figured we need on in Hi-Rez to bring out the REAL beauty in this bird. Still WIP.
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9 points
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6 pointsOf course it's possible to write an exporter for 3ds max. But I don't plan to do it myself because: 1.) I don't own 3ds max 2.) My priorities are more in providing a free/open source toolchain for strike fighters 2
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4 pointsMue, The tool is great. I have managed to get some items into game. Screenshot is of a troop tent that I found on line.
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4 pointsAlso got some work done on the Pfalz D8 - a fast climbing little bumblebee of a fighter.
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3 pointsNote: This French-made Nieuport-23 (S.No. 3598) belonged to Boris "Bob" Guber, the unit commander of the 19th Сorps Aviation Squadron (19-й KAO), which was part of the 1st Combat Aviation Group (1-я БАГ) of the Imperial Russian Air Service. This plane did not have the number "3" on board! Here is a more correct reconstruction:
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3 pointsHaving gotten assistance from baffmeister on some damage modeling issues, the stable of Nieuports is back in-work. Thanks, baff.
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2 points..i try to go in crete......I.. try to make some model's...to see.....how look's like....! I am making a DFS.....glider...and ship's.......by the way.....soon.....!!!!!!!
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2 points
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2 pointsThe only major change would be the campaign name in the dropdown menu list, since other countries had their own name for the American Op. Desert Storm. There is no point in dividing, AFAIK. However, when I'll work on the campaign .inis, I'll make sure to rework mission types probabilities as realistically as possible; in the original ODS mod, depending on the squadron selected, I even got CAP missions against many Iraqi planes well inside Saudi Arabia, Qatar and Bahrain. Much unrealistic. So it's on the “to fix” list.
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2 pointsRe-tweaking smoke and fire effects too in the particlesys ini file for more subtle smoke/fire, and corresponding individual effects inis from the effects folder...the thinner smoke and fire trails should also help to improve realism, and smaller balloon explosions with quicker dissipation of burning debris. Von S
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2 pointsTown of Nakashibetsu at Hokkaido. Early stage of tile development.
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1 pointGuys, check that out at 1:08 It is our Rafale!!!
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1 pointNice one VonS can you include these effects in your next FMs update they look realy good, Thanks
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1 pointThey also used a text-to-speech technology as well. The narrator is fake. I could tell because I use one for communication. Falcon
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1 pointyes...but. I would focus on - what we have... - what we can have in near future...(before deadline - if there will be deadline) so any new model - sure....but who / when / if ever / ? - improvment of what we have - cleaning folders - outdated/ not used/new models./ etc. + (bmp to jpg)
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1 pointMue, how about a latest max versions exporter too? Just saying... is that possible?
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1 pointThought you guys might appreciate the kind of testing dialogue that we go through to develop new aircraft? VonS wrote: ...that the cockpit and engine section are transparent when viewed from about 400-500 m (LOD 2 level maybe?)... (see first shot below) My reply: RE: Pfalz - the "missing" stuff is deliberate. Ingame you are looking at LOD2 (see second shot below), which has only 7,610 polys (compared to 24,792 polys in LOD1). There is no "right" way to determine the distance at which LOD2 replaces LOD1 to maintain high frame rates. Currently, I have the transition distance in the PfalzDIIIa.ini set at: [LOD001] Filename=PfalzDIIIa_LOD1.LOD Distance=50 That's how I can run dogfights of >32 aircraft with no performance penalty (see third shot below). I have a fairly healthy rig - my frame rates are generally high - so it is difficult for me to guess when the change should occur. If you think your rig can handle the load, increase the distance to 100, or 200, or whatever. Perhaps this is an installation tweak we should include in our instructions?
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1 pointYou could check if setting a specific environment file works in FE2 like it does with SF2 from within the terrain's main ini. Example from SF2 [Terrain] TerrainFullName=Southwest U.S. ... EnvironmentFile=SWUS_ENVSYS_STOCK.INI //EnvironmentFile=SWUS_ENVSYS_SARCASM_14.INI //EnvironmentFile=SWUS_ENVSYS_SARCASM_15.INI In this case the different inis are all in the terrains (SWUS) folder but the path can be changed to point to the Flight folder. You can have one set of different environment inis in the Flight folder and link to them individually EnvironmentFile=..\Flight\SWUS_ENVSYS_STOCK.INI Hope this works..
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0 pointsEnoc's PC died, so we will post news at the end of February. His PC should be back up and other goodies should be finished also.
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